GGACR/Chipp Zanuff/Frame Data

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System Data[edit]

Defense:x1.30
Guts:4
Weight:Middleweight (x1.0)
Stun Resistance:50
Prejump:3F
Backdash:21F (1~>9F invuln)
Wakeup Time:59F (Face Up) / 46F (Face Down)
Unique Movements:Triple Jump, Tsuyoshishiki Ten'i, Sankakutobi


Normals[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5PGGAC Chipp 5P.png 6 Mid 4 2 6 +2 - 3 8 1.44 CSJR 1
5KGGAC Chipp 5K.png 12 Mid 5 5 8 -3 - 3 8 1.44 CSJR 1
  • Initial prorate 85%
c.SGGAC Chipp cS.png 28 Mid 4 1 11 +2 - 10 7 2.64 SJR 3
f.SGGAC Chipp fS.png 26 Mid 6 1 19 -6 - 10 7 2.64 SJR 3
5HGGAC Chipp 5H.png 36 Mid 7 7 12 0 - 20 6 3.84 SJR 5
6PGGAC Chipp 6P.png 18x2 Mid 9 3(9)5 10 -1 1~11F Above Knees 10x2 7 2.64x2 SJR 3
6KGGAC Chipp 6K.png 20 High/Air 19 7 3+landing 3 -1 - 6 7 2.60 RF 2
  • Chipp is airborne from 5F onwards
  • Slides opponent on CH (untechable for 42F, slides for 28F)
  • FRC timing 16~18F
  • Initial prorate 75%
6HGGAC Chipp 6H.png 60 Mid 17 6 15 -2 - 20 6 3.84 SJR 5
  • Staggers opponent on hit (Max 35F)
  • Groun bounces opponent on air hit (untechable for 28F, CH for 46F)
5DGGAC Chipp 5D.png 17 High 27 4 9 +1 - 8 20 2.64 R 3
2PGGAC Chipp 2P.png 6 Mid 4 2 7 +1 - -3 8 1.44 CSR 1
  • Initial prorate 80%
2KGGAC Chipp 2K.png 8 Low 5 4 7 -1 - 3 8 1.44 SR 1
  • Initial prorate 70%
2SGGAC Chipp 2S.png 28 Mid 7 4 11 -1 - 10 7 2.64 SR 3
2HGGAC Chipp 2H.png 34 Mid 7 10 19 -10 - 20 6 3.84 SR 5
  • Floats opponent on hit (untechable for 30F, on CH for 56F)
  • Initial prorate 80%
2DGGAC Chipp 2D.png 26 Low 9 2 18 -8 5~10F Feet 5 7 2.64 SR 2
j.PGGAC Chipp jP.png 8 High/Air 5 4 4 - - 3 8 1.44 CSR 1
j.KGGAC Chipp jK.png 16x2 High/Air 5 6,2 8 - - 3x2 8 1.44x2 CSJR 1
  • 2nd hit slams down opponent on hit
j.SGGAC Chipp jS.png 28 High/Air 9 10 18 - - 10 7 2.64 SJR 3
j.H200x200px 26x2 High/Air 8 6,6 26 - - 10x2 7 2.64x2 SR 3
j.DGGAC Chipp jD.png 32 High/Air 6 8 18+5 after landing - - 10 7 2.64 SR 3
  • Initial prorate 80%
  • Slams down opponent on hit (untechable for 18F)
  • Slides opponent on CH (untechable for 54F, slides for 32F)

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
ThrowGGAC Chipp throw.png 60 36 pixels - - - - - - 6 4.00 - -
  • Knocks down opponent on hit
  • Forced prorate 50%
Air ThrowGGAC Chipp airThrow.png 60 88 pixels - - - - - - 6 4.00 - -
  • Knocks down opponent on hit
  • Forced prorate 50%
DAAGGAC Chipp 6P.png 25 All 11 5 15 -6 1~15F
16~25F Throw
10 7 2.64 R 3
  • Wallbounces opponent on hit (untechable on ground hit for 28F)
  • Ground Hit is untechable for 28F
  • Initial prorate 50%
  • 30F total to complete the move

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
SakugankiGGAC Chipp j2K.png
j.2K
16x3 High/Air 8 Until landing 3 after landing - - 3x3 8x3 -/1.44x3 SR 1
  • Hitstop 5F
  • Has a minimum height requirement
  • Can cancel landing recovery with anything but movement
  • 3 hits max
SankakutobiGGAC Chipp j46.png
j.46
- - - - - - - - - - - -
  • Chipp is in CH state during move
  • Has a minimum height requirement
  • Chipp sticks to the wall 1~10F
  • Chipp flies off the wall on 11F
  • Can input additional air movements from 12F onwards
  • Can be done whenever a double or triple jump is possible
  • Can cancel Teleport, Genrouzan-You or aerial moves into Sankakutobi
  • Inputting anything except 3, 6 or 9 during the start of the move changes the move's angle
Alpha BladeGGAC Chipp 236P.png
236P
44 Mid 18 15 landing 34 -32 5~17F Low Profile 14 6 1.50/3.60 R 4
  • Chipp is airborne from 1F onwards
  • Chipp can pass through the opponent 15~32F
  • Floats opponent on hit (untechable for 30F)
  • Chipp is in crouching state during recovery
  • Hitstop 0F
  • Can cancel into Alpha Plus 37~51F
Alpha PlusGGAC Chipp ABP.png
Ground Alpha Blade > H
38 Mid 8 12 12 -7 - 14 6 1.50/6.00 RF 4
  • Slams down and knocks down opponent on hit
  • Wallsticks opponent on CH (untechable for 80F, sticks for 30F)
  • Chipp is in crouching state while moving
  • FRC timing 6~7F
Air Alpha BladeGGAC Chipp 236P.png
j.236P
40 All 14 14 21 after landing -22 4~13F Low Profile 10 7 0.75/3.60 RF 3
  • Chipp can pass through opponent 4~27F
  • Floats opponent on hit (untechable for 45F)
  • Chipp is crouching during landing recovery
  • Hitstop 0F
  • FRC timing 14~16F
  • Listed Frame Adv is for fastest possible TK Air Alpha Blade (startup 17F)
Beta BladeGGAC Chipp 623S.png
623S
45 Mid 5 22 17+landing 10 -35 1~8F All
9~12F Strike
10 7 2.00/6.00 RF 3
  • Chipp is airborne from 9F onwards
  • Blows opponent away on hit
  • Untechable for 37F if Chipp hits while grounded
  • Untechable for 30F if Chipp hits while airborne
  • Blows away opponent, fully untechable on CH
  • FRC timing 29~30F
  • Auto Jump Install
Air Beta BladeGGAC Chipp 623S.png
j.623S
40 All 3 18 8 after landing - 1~4F Strike 20 6 2.00/4.80 R 5
  • Blows opponent away on hit (untechable for 22F)
  • Blows away opponent, fully untechable on CH
  • Chipp is in a crouching state during landing recovery
Gamma BladeGGAC Chipp 41236H.png
41236H
32 All 15 9 29 +5 - 0 20 2.00/1.20 - 3
  • Freezes opponent in place on hit (Frame Adv +27)
  • The opponent is floated 6F after being released
  • Attack passes through other projectiles
  • Ignores OTG prorate on hit
  • Total duration on whiff: 52F
  • Chipp performs a recovery animation on hit or block (total 21F)
  • see notes *1
P Tsuyoshishiki Ten'iGGAC Chipp 22PKS.png
22P
- - - - total 25 - 9~11F Strike - - 0.50/- - -
  • Strike invincible 9~11F
K Tsuyoshishiki Ten'iGGAC Chipp 22PKS.png
22K
- - - - total 30 - 10~12F Strike - - 0.50/- - -
S Tsuyoshishiki Ten'iGGAC Chipp 22PKS.png
22S
- - - - total 34 - 10~15F Strike - - 0.50/- F -
  • Chipp is airborne 10~19F
  • Can cancel into attacks from 31F onwards
  • FRC timing 16~18F
  • FRC restores jump options
H Tsuyoshishiki Ten'iGGAC Chipp 22HD.png
22H
- - - - total 20 - 10~12F Strike - - 0.50/- F -
  • Chipp is airborne from 10F onwards
  • FRC timing 13~14F
D Tsuyoshishiki Ten'iGGAC Chipp 22HD.png
22D
- - - - total 20 - 10~12F Strike - - 0.50/- F -
  • Chipp is airborne from 10F onwards
  • FRC timing 13~14F
Tsuyoshishiki MeiseiGGAC Chipp 214K.png
214K
- - - - total 29 - - - - - - -
  • Chipp becomes partially transparent for 479F
  • Effect is gone if Chipp is hit or blocks an attack
  • Can be stacked (limit twice)
GenrouzanGGAC Chipp 41236K.png
41236K
90 10 pixels 29 12 landing 10 - 12~13F, 17~41F Strike - 6 3.00/6.00 F -
  • Chipp is airborne from 14F onwards
  • Knocks opponent down on hit
  • Chipp is in CH state 1~11F
  • Chipp is in crouching state during landing recovery
  • Whiffed grab animation: 51F
  • Forced prorate 50%
  • FRC timing on hit 35~36F
  • Can cancel to Genrouzan-You 15~27F
ResshouGGAC Chipp resshou.png
236S
18 Mid 13 5 10 -1 - 10 7 1.25/3.00 R 3
  • Can cancel into Rokusai or Senshuu from 14F onwards
  • Floats opponent, fully untechable on CH
  • Untechable for 26F
RokusaiGGAC Chipp rokusai.png
Resshou > 236S
22 Low 8 1 25 -7 6~8F Feet 15 6 1.25/3.00 R 5
  • Staggers opponent on ground CH (max 47F)
  • Can cancel to Senshuu from 9F onwards
SenshuuGGAC Chipp senshuu.png
Resshou or Rokusai > 236K
30 High 25 6 10+landing 12 -11 9~10F Low Profile 11 6 1.25/4.80 RF 4
  • Chipp is airborne 15F onwards
  • Groundbounces opponent on hit ground (untechable for 35F)
  • FRC timing 15~17F
  • Auto Jump Install
Shuriken (Slow)GGAC Chipp j236K.png
j.214P
1 All 23 - 6 after landing - - 0 8 /1.44 - 1
  • Hitstop 0F
  • Shuriken is not considered a projectile and will not clash with other projectiles
  • Chipp will perform Shuriken (Fast) next time Shuriken is performed
  • Chipp is in CH state during Recovery
  • First Shuriken thrown each round is (Slow)
  • see notes *1
Shuriken (Fast)GGAC Chipp j236K.png
j.214P
1 All 8 - 16+3 after landing - - 0 7 1.00/2.64 - 2
  • Initial prorate 80%
  • Shuriken is not considered a projectile and will not clash with other projectiles
  • Chipp will perform Shuriken (Slow) next time Shuriken is performed
  • see notes *1
*1: If Chipp is hit, the extended part of the move disappears.(Chipp's Gamma Blade shadow, the Shurikens)

Force Breaks[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Genrouzan-YouGGAC Chipp 41236KD.png
Genrouzan > D
70 Mid 1 10 29+3 after landing -17 - 20 6 - R 5
  • Floats opponent, fully untechable on hit
  • Chipp is in CH state until he lands
  • Hitstop 0F
  • Forced prorate 85%
FB Alpha Blade200x200px
Ground Alpha Blade > D
44 Mid 27 15 25 -23 - ?? ?? - R 4
  • Floats opponent on hit (untechable for 60F)
  • Chipp is in CH and crouching state during recovery
  • Hitstop 0F
FB Beta BladeGGAC Chipp 623S.png
623D
30,20x3 All 4 3(3)7(7)13 30+landing 5 -28 1~7F All
8~26F Strike
?? ?? - R 4
  • Floats opponent on hit (1st hit is untechable for 40F, 2nd hit for 50F)
  • Chipp is in CH state 27~50F
  • Hitstop 7F
  • Chipp is in crouching state during landing recovery
FB Gamma BladeGGAC Chipp 41236H.png
41236D
32 All 15 9 19 +15 - ?? ?? - - 3
  • Freezes opponent on hit (93F)
  • Floats opponent after freeze ends (Untechable for 60F)
  • The effects are based on the last attack done during freeze time
  • Chipp is in CH state 1~33F
  • Attack passes through other projectiles
  • Ignores OTG prorate on hit
  • On hit or block, Chipp performs a recovery animation (total: 11F, in CH state 1~2F)

Overdrives[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Zansei RougaGGAC Chipp 632146H.png
632146H
30x5,110 Mid 21+4 - landing 32 - 1~30F All
31~33F Strike
20x6 6x6 - RF 5
  • 1st-5th hits float opponent (untechable for 120F)
  • 6th hit knocks down opponent
  • 6th hit has Hitstop 0F
  • FRC timing 25-28F (visually it's during the 4F startup of the 2nd hit of the attack)
  • 6th hit only occurs if the 5th hit hits or is blocked, in which case Chipp has landing recovery 87F
Banki MesaiGGAC Chipp 236236K.png
236236K
7x26,30x4 Mid 1+2~ - landing 10 -48 3~10F Strike 10x26,20x4 2x26,6x4 - R 3x26,5x4
  • 27th-30th hits float opponent on hit
  • 27th hit is untechable for 28F
  • 28th-30th hits are untechable for 57F
  • Chipp is in a CH state until landing
  • 1st-26th hits have hitstop 0F
  • 27th-30th hits have hitstop 7F
  • If Chipp fails to make contact with the opponent, the total length of the move is 27F
  • Startup changes depending on distance

Instant Kill[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Delta End200x200px
during IK Mode: 236236H
Fatal Mid 56+0 119 43+16 - - 3 - - - -
  • IK Mode activation time: 94F

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5K 6P 5K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P 5K, 2K c.S, f.S, 2S 2H 5D, 2D Jump, Sp
6K - - - - - -
c.S 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D Jump, Sp
2S - - - 5H, 2H 2D Sp
5H - - - - 5D Jump, Sp
2H - 6K - - 5D, 2D Sp
6H - - - - - Jump, Sp
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P j.K j.S j.H j.D Jump, Sp
j.2K - - - - - Sp
j.S - - - j.H - Jump, Sp
j.H - - - - - Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
  • 5k has a late gattling > 2k/p & 5p that's set on the 7th(?) frame and remains open throughout its rcv frames
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]

Ambox notice.png To edit frame data, edit values in GGACR/Chipp Zanuff/Data.